Hello,
I am currently trying to make a server-side demos patch for OpenArena which
should be completely compatible with standard ioquake3.
My goal is almost achieved, but I face one last problem: the health is not
updated in the HUD when spectating a democlient. Every other stat is (eg:
ammos, ar
first message). I am
also thinking about another slimer and maybe cleaner way of managing
server-side demos, if I get some spare time I'll maybe give it a try.
Le 2 mars 2012 00:30, Ben Noordhuis a écrit :
> On Fri, Mar 2, 2012 at 00:13, Stephen LARROQUE wrote:
> > Hello,
> &
cess the health field without having
to rely on the gentity_t type, so if you have an idea how to get the health
field without using a gentity_t anywhere, it would be great, because it
would then avoid the weird includes I did to make the code work properly.
Cordially,
Stephen Larroque
Le 10 mars
Hello,
Just to notify you that you shouldn't care about OpenArena anyway because
it's in the process of upgrading to the latest ioquake3 releases and
maintaining that state using GitHub (the engine is already ported, the
gamecode is in the process).
Regards,
Stephen Larroque
Le 27 ma
Thank's a lot for making this page, this is a very nice move!
lrq3000
Le 20 avril 2012 14:30, eviljoel a écrit :
> Hello Adam,
>
> I'll probably look over them shortly as I am trying to understand Id's
> engines better.
>
> Thanks,
> eviljoel
>
>
> On Fri, Apr 20, 2012 at 6:33 AM, Tei wrote:
>
milar projects, I've made a full report and discussion
here:
http://openarena.ws/board/index.php?topic=4437.msg42707#msg42707
Regards,
Stephen Larroque
2012/7/17 Tei
> On 17 July 2012 15:24, Him Mee wrote:
> > Hello,
> > I need help, any ideas anyone?
> >
>
> I am
you might want to
contact some of the graphic artists of OA, seems like they are a lot
interested by this idea): http://openarena.ws/board/index.php?topic=3568.0
Good luck for your project.
Regards,
Stephen Larroque
2012/8/7 chris deboy
> http://wiki.ioquake3.org/Ioquake3_front-end describes
Long time I didn't touch the ioquake3 code, but from what I can remember it
has to do with the synchronization of the server's game state with either
clients or dpmaster (can't remember which).
You can easily produce more Hitch warning by moving by the title bar the
window of your terminal running
Is there a way to do just the opposite of trap calls, which is to access
some game private data from the server system (eg: fetch variables stored
in g_main.c from sv_main.c)?
If there's no currently implemented way to do so, do you think of a clean
way to implement a generic way to do that (do yo
someone).
I hope this may be useful to someone else, and if someone has a better idea
to access all variables from the gamecode I would gladly hear about it.
2013/5/2 Lally Singh
> VM_CALL?
>
>
> On Wed, May 1, 2013 at 7:46 PM, Stephen LARROQUE wrote:
>
>> Is there a way t
I am looking for methods to do the two following operations:
1- Find the nearest opponent(s) to a player given its positions.
2- Find if an opponent is in line of sight, but passing through walls.
3- Find opponent nearest to the line of sight.
For 1 I think I must use SV_AreaEntities (alias G_ENT
ectorScale, VectorClear,
VectorNegate, VectorCompare, VectorLength and even DotProduct (and a few
more in tools/asm/mathlib.h).
All vectors in ioquake3 are 3D vectors or are there other types?
2013/5/5 Stephen LARROQUE
> I am looking for methods to do the two following operations:
>
> 1- Find t
u
try this patch.
Stephen Larroque
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/openarena-engine-serverdemo-v0.9.9.5-win32.zip
2014-12-03 12:49 GMT+01:00 Stephen LARROQUE :
> Hi there,
>
> I made a patch to record server-side demos, and I propose that it is added
> to the ioquake3 page listing third-party patches:
>
> http://ioquake3.org/extras/patches/
>
> I
Hello,
I made a server-side demo patch for OpenArena+ioquake3 last year, and since
then the patch worked quite well on my servers, except for one problem: the
mover states aren't recorded, and this produces a crashing error when
trying to replay demos on maps with mover objects:
"Reached_BinaryMo
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